Archimedes the inventorzeyoaa skypig company
Students

Got a class code?
Enter it and take your seat.

Your teacher has a game on the board. Your phone or laptop is your control panel. No account, no download.

Archimedes the inventor

Archimedes will see you in there.

Teachers

Whole-class games for the skills school forgets to teach.

Investing, running a business, negotiating, pitching. Each game puts the shared world on your projector and gives every student a private role on their own device. Twenty minutes, one lesson, the whole room playing.

The library

Every game, one plan.

New games join the library through the year. Every classroom plan includes all of them.

Investorama

Available now

Your money. Your moves. Twenty years in twenty minutes.

Every student manages their own portfolio on their device while the whole class rides the same market on the big screen. Savings, bonds, index funds, stocks, gold, real estate and a risky startup unlock as the years roll by. News events shake the market each year. Highest net worth at year 20 wins, and the recap shows why.

Ages
11+
Grades
6–12
Length
20 min
Players
2–60
What they'll learn
  • ✓Why cash under the mattress loses to almost any investment over 20 years
  • ✓How risk and reward move together, and what a crash does to an all-in bet
  • ✓Why spreading money across investments protects you from one bad year
  • ✓How to read a headline and decide what it means for your money

Bazaar

Available now

Make it. Trade it. Sell it.

Every student runs a shop that makes one raw good. Cash only comes from finished products that need goods from other shops, so the whole class has to trade. There is no price list: wheat costs whatever a classmate will pay. Supply, demand, scarcity and negotiation happen live on the board. Needs at least 6 players so every recipe can be completed; 12 or more is best.

Ages
10+
Grades
5–9
Length
15 min
Players
6–60 (12+ best)
What they'll learn
  • ✓Where prices actually come from: what a buyer and a seller agree on
  • ✓What happens to a price when a good becomes scarce, or floods in
  • ✓Why specialization and trade make everyone richer than going it alone
  • ✓How to post an offer, take one, and negotiate a fair deal

Going Once

Available now

Know what it's worth before the room tells you.

The class is a room full of buyers at an auction house. Lots come up on the board one at a time, each something a small business could resell, with a few facts and sometimes a rumor. Students bid from their phones in open bidding, sealed bids and Dutch auctions. After every hammer the true value is revealed. Buy under it and profit; overpay and meet the winner's curse. Needs at least 3 players.

Ages
11+
Grades
6–12
Length
15 min
Players
3–60
What they'll learn
  • ✓How to decide what something is worth before the bidding starts
  • ✓The winner's curse: why the highest bidder is usually the one who guessed wrong
  • ✓How open, sealed and Dutch auctions change the way people bid
  • ✓Why spending your budget early means missing the best lot later

Lemonade Tycoon

Available now

Price it. Stock it. Sell it.

Every student runs a lemonade stand in the same town for one summer. Each morning brings a forecast and a headline; each student sets a price, decides how many cups to make, picks a recipe and chooses whether to advertise. Then the town shows up, or doesn't. Profit, waste, reputation and the price-demand trade-off, learned one day at a time.

Ages
9+
Grades
4–7
Length
15 min
Players
1–60
What they'll learn
  • ✓Profit is revenue minus every cost, and unsold stock is money thrown away
  • ✓Raising the price sells fewer cups; the best price is where price × sales peaks
  • ✓How to plan for a forecast without betting everything on it
  • ✓Why happy customers come back and bring friends

Runway

Available now

Profit is on paper. Cash is in the bank.

Every student runs the same small design and print shop for a year. Clients pay net-30, payroll is due every two weeks, rent is due on the 1st, taxes land every quarter, and a credit line charges interest. Each month brings a decision and a piece of news: a late client, a big order that needs materials up front, a machine breakdown, a competitor poaching staff. The ledger shows profit and cash side by side, and they disagree.

Ages
12+
Grades
7–12
Length
12 min
Players
1–60
What they'll learn
  • ✓Profit is on paper; cash is in the bank; businesses die from running out of cash
  • ✓How net-30 payment terms create a gap between doing the work and getting paid
  • ✓Payroll and rent are due whether or not customers pay on time
  • ✓When borrowing is smart, what interest costs, and why taxes surprise people

Handshake

Available now

Know your walk-away. Then talk.

Every round the class is paired up. One buys, one sells, and each gets a private card the other can't see: what the deal is worth to them and the number they must never cross. They negotiate out loud across the room and use their phones only for the numbers: propose, counter, accept, or walk. After the round both cards are revealed and the board shows where every deal landed in the zone. One round has no deal zone at all, and walking away is the winning move. Needs at least 4 players; an odd student observes and rotates in.

Ages
11+
Grades
6–12
Length
20 min
Players
4–60
What they'll learn
  • ✓Decide your walk-away number before you say a word, and never cross it
  • ✓The first number spoken pulls the final price toward it
  • ✓Ask questions before you make an offer; every answer hints at their limit
  • ✓Trade extras that are cheap for you and valuable to them instead of just splitting the difference

Founders

Available now

Build it together.

The class splits into founding teams, assigned by the board. Every company launches the same product into the same town, so each quarter they compete for the same customers. Teams set four levers together on their phones, price, product, marketing and hiring, and the screen shows where they disagree. Investors call twice a year. The board is the market: share, price versus rating, and runway for every company. Everyone on a team scores its final value.

Ages
12+
Grades
7–12
Length
20 min
Players
4–60 (teams of 3–5)
What they'll learn
  • ✓How to reach one decision as a team against a deadline, and what happens when you don't
  • ✓How price, quality and marketing interact to win or lose customers
  • ✓Why growth costs cash before it makes any, and what runway means
  • ✓What investors buy when they fund you, and when giving up a share is worth it

Bullwhip

Available now

One link. No talking. Watch what happens.

The classic supply-chain game, built for phones. The class is split into chains for a soda brand: Store, Warehouse, Distributor, Factory. Each week every link sees only what the link below ordered and what the link above shipped, sets one number, and locks in. Shipments take two weeks. Stock costs money to hold; unfilled orders cost more. Customer demand changes exactly once all game, and the reveal at the end shows how a small bump at the store became a wild swing at the factory. No talking until then.

Ages
12+
Grades
7–12
Length
20 min
Players
3–60 (chains of 4)
What they'll learn
  • ✓Why a small change in customer demand turns into huge swings up the chain (the bullwhip effect)
  • ✓What lead time does to a decision: what you order today arrives weeks later
  • ✓The two ways inventory costs money: holding it, and not having it
  • ✓Why sharing information beats guessing, and what happens when nobody can talk
How a session runs
01

Pick a game

Open the library on your laptop. The join code appears on the projector with a QR code.

02

Students join

They go to zeyoa.com, type the code and their name. Phones, tablets and laptops all work.

03

Play together

Every game opens with a short briefing, then runs itself round by round. Pause any time to discuss.

Pricing

$50 per classroom, per year.

Every game, unlimited sessions, up to 80 students at a time. Pay by card, purchase order or invoice. W-9 on file for districts.

Own a skypig game?

Your first year is included.

Every physical skypig game ships with a Zeyoa code. Redeem it in your dashboard, add a card, and your class is unlocked for twelve months. Cancel before it renews and pay nothing.

Redeem a code